Multirole Missiles

This forum has been archived. Please use the new modding forum. If you need to retrieve a thread from here, contact BattleGoat.

Moderators: Balthagor, BattleGoat

Post Reply
Hullu Hevonen
General
Posts: 3604
Joined: Dec 11 2008
Location: Turunmaa/Turunseutu, Suomi
Contact:

Multirole Missiles

Post by Hullu Hevonen »

What value should I use if I wan't to make a missile work on all possible platforms. In the wiki's default.unit.xls it gives these examples
bitmask: 1-land, 2-air, 4-sea, 8-sub, 16-silo

Also do you set nuclear capability by giving a missile a yield under "Kt yeild"?
Happy Linux user!
Links: List of Mods
SGTscuba
General
Posts: 2548
Joined: Dec 08 2007
Location: Tipton, UK

Re: Multirole Missiles

Post by SGTscuba »

Isn't it an addition of the values that you want it to be, so an Land/Air/Sea missile would have a value of 7.
My SR:U Model Project, get the latest and post suggestions here:

http://www.bgforums.com/forums/viewtopi ... 79&t=28040
dax1
Brigadier Gen.
Posts: 511
Joined: Apr 05 2012
Human: Yes
Location: Italy

Re: Multirole Missiles

Post by dax1 »

..and 31 for all platforms
Con forza ed ardimento
Hullu Hevonen
General
Posts: 3604
Joined: Dec 11 2008
Location: Turunmaa/Turunseutu, Suomi
Contact:

Re: Multirole Missiles

Post by Hullu Hevonen »

Ok I must try those :D
Happy Linux user!
Links: List of Mods
Post Reply

Return to “Modding 1936”